#ifndef PHYSICS_API_H #define PHYSICS_API_H #include "OysterCollision3D.h" #include "OysterMath.h" #include "Utilities.h" namespace Oyster { namespace Physics { class API; class ICustomBody; enum UpdateState { resting, altered }; namespace Constant { const float gravity_constant = (const float)6.67284e-11; // The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields. } class API { public: typedef void (*EventAction_Collision)( unsigned int, unsigned int ); typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer ); static API & Instance(); virtual void SetDeltaTime( float deltaTime ) = 0; virtual void SetGravityConstant( float g ) = 0; virtual void SetAction( EventAction_Collision functionPointer ) = 0; virtual void SetAction( EventAction_Destruction functionPointer ) = 0; virtual void Update() = 0; virtual bool IsInLimbo( unsigned int objRef ) = 0; virtual void MoveToLimbo( unsigned int objRef ) = 0; virtual void ReleaseFromLimbo( unsigned int objRef ) = 0; virtual unsigned int AddObject( ::Utility::DynamicMemory::UniquePointer handle ) = 0; virtual ::Utility::DynamicMemory::UniquePointer ExtractObject( unsigned int objRef ) = 0; virtual void DestroyObject( unsigned int objRef ) = 0; virtual const ICustomBody & Peek( unsigned int objRef ) const = 0; virtual void ApplyForceAt( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos, const ::Oyster::Math::Float3 &worldF ) = 0; virtual void ApplyCollisionResponse( unsigned int objRefA, unsigned int objRefB, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) = 0; virtual void SetMomentOfInertiaTensor_KeepVelocity( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0; virtual void SetMomentOfInertiaTensor_KeepMomentum( unsigned int objRef, const ::Oyster::Math::Float4x4 &localI ) = 0; virtual void SetMass_KeepVelocity( unsigned int objRef, ::Oyster::Math::Float m ) = 0; virtual void SetMass_KeepMomentum( unsigned int objRef, ::Oyster::Math::Float m ) = 0; virtual void SetCenter( unsigned int objRef, const ::Oyster::Math::Float3 &worldPos ) = 0; virtual void SetRotation( unsigned int objRef, const ::Oyster::Math::Float4x4 &rotation ) = 0; virtual void SetOrientation( unsigned int objRef, const ::Oyster::Math::Float4x4 &orientation ) = 0; virtual ::Utility::DynamicMemory::UniquePointer CreateSimpleRigidBody() const = 0; protected: virtual ~API() {} }; class ICustomBody { public: virtual ~ICustomBody() {}; virtual ::Utility::DynamicMemory::UniquePointer Clone() const = 0; virtual bool IsSubscribingCollisions() const = 0; virtual bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const = 0; virtual bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const = 0; virtual unsigned int GetReference() const = 0; virtual ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const = 0; virtual ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; virtual ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const = 0; virtual ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; virtual ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; virtual ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const = 0; virtual UpdateState Update( ::Oyster::Math::Float timeStepLength ) = 0; virtual void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ) = 0; virtual void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ) = 0; virtual void SetMass_KeepVelocity( ::Oyster::Math::Float m ) = 0; virtual void SetMass_KeepMomentum( ::Oyster::Math::Float m ) = 0; virtual void SetCenter( const ::Oyster::Math::Float3 &worldPos ) = 0; virtual void SetRotation( const ::Oyster::Math::Float4x4 &rotation ) = 0; virtual void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ) = 0; }; namespace Error { const unsigned int not_a_reference = ::Utility::Value::numeric_limits::max(); class NullBody : public ICustomBody { public: virtual ~NullBody(); ::Utility::DynamicMemory::UniquePointer Clone() const; bool IsSubscribingCollisions() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; bool Intersects( const ::Oyster::Collision3D::ICollideable &shape ) const; unsigned int GetReference() const; ::Oyster::Collision3D::Sphere & GetBoundingSphere( ::Oyster::Collision3D::Sphere &targetMem = ::Oyster::Collision3D::Sphere() ) const; ::Oyster::Math::Float3 & GetNormalAt( const ::Oyster::Math::Float3 &worldPos, ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float3 & GetCenter( ::Oyster::Math::Float3 &targetMem = ::Oyster::Math::Float3() ) const; ::Oyster::Math::Float4x4 & GetRotation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; ::Oyster::Math::Float4x4 & GetOrientation( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; ::Oyster::Math::Float4x4 & GetView( ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ) const; UpdateState Update( ::Oyster::Math::Float timeStepLength ); void SetMomentOfInertiaTensor_KeepVelocity( const ::Oyster::Math::Float4x4 &localI ); void SetMomentOfInertiaTensor_KeepMomentum( const ::Oyster::Math::Float4x4 &localI ); void SetMass_KeepVelocity( ::Oyster::Math::Float m ); void SetMass_KeepMomentum( ::Oyster::Math::Float m ); void SetCenter( const ::Oyster::Math::Float3 &worldPos ); void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); } const nobody; } } } #endif